• Context: Funded by the PECDA (Programa de Estímulo a la Creación y Desarrollo Artístico) Querétaro.
Play

The starting point was Alzheimer’s, which I find one of the most unsettling conditions precisely because it dissolves our whole notion of the “self.” Instead of representing memory loss from the outside, I designed the game to induce it. Disorientation, frustration, and brief, fleeting moments of clarity aren’t side effects here, they’re the core mecanics. The player is placed inside the experience rather than shown a story about it.

En todos lados al final del tiempo, videogame by Óscar A. Montiel. This image represents flowers recollected by the player. Illustration by Lilian Tendilla (@lilianilustra)

I built the project end to end in Godot: gameplay and systems in GDScript, the unstable, dreamlike look through custom GLSL shaders, and a fragmented narrative structure that withholds and scrambles information by design. Every technical decision serves the same intent, to keep the player slightly lost, the way severe memory loss feels from within.

The work was made possible by a grant from the PECDA Querétaro state program, and is playable now:

https://animanoir.itch.io/en-todos-lados-al-final-del-tiempo-redux

En todos lados al final del tiempo, videogame by Óscar A. Montiel. These are the branding from Querétaro.